Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
IRON DM 2015 Tournament
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Imhotepthewise" data-source="post: 6713429" data-attributes="member: 976"><p>Might As Well Be Walking On The Sun Recap</p><p></p><p>In 750 words, there is not the opportunity to dilly dally with ingredient descriptions that scream HERE IS THE INGREDIENT. The onus is on the writer to make his meaning as plain as possible in the shortest way possible. Some of the nuances that the writer is thinking of are not necessarily going to be received by the reader. That being said, I’d like to take the opportunity to expand on the entry.</p><p></p><p>Faded memory could be two things in Sun. The most obvious is grandfather’s spotty memory that doesn’t give the henchman the warm fuzzies about trapesing down into the earth to escape The End of the surface world. The PCs could be wandering down to dead end caves or wandering around the underdark as food. The second is the memory of the trading station, which was well known until overrun and out of business.</p><p></p><p>The unasked question was a great opportunity for some role playing to take place. The grandchild has the choice of kissing grandpa goodbye for good, knowing the heat will eventually kill him, or convince him to go along, possibly having to watch him die on the trip and feel responsible for that. In past entries, I have been pinged for not giving the PCs enough to do. Here is a great opportunity to test their “humanity” in making a conscious decision to dissuade or encourage the henchman to ask the Unasked Question. Everyone has the opportunity to walk away doing nothing, and living with the guilt of inaction, or participating in asking that unasked question. The henchman doesn’t want to ask it, the grandfather doesn’t want it to be asked, and the PCs are the drivers either way. The choice is theirs, but, the outcome isn’t guaranteed.</p><p></p><p>The End is tricky because the story can’t end with “…and everybody died.” The end in Sun is unavoidable and permanent, fitting the bill for The End. The trick was to give the PCs an out. The End becomes a new beginning for a campaign in a new environment.</p><p></p><p>Dangerous knowledge is dangerous in two ways. The trek to the trading station is dangerous, and the faded memory of grandfather makes taking his advice dangerous. As described above, the faded memory could be flat wrong, leaving the PCs at that dead end cave or as wandering lunch in the underdark. My interpretation is very literal, and probably not as exciting as it could be.</p><p></p><p>Rats. Rats are survivors and smart. They are clever enough to recognize it is time to get out of Dodge, even if the trip is dangerous. Deer and bunny rabbits are unlikely to realize there is opportunity to survive in the bottoms of caves, so rats are a logical choice. The rats really are not interested in the PCs, but, would have defended themselves if attacked. It was just better for the PCs to use them as cannon fodder on the path to the underdark.</p><p></p><p>Brown mold falls into a great fit because the need for it to be cold to be effective and a subterranean air conditioner being needed to make the training station safe from the climate change above. The PCs could encourage growth of the mold to block off the passage of those behind them.</p><p></p><p>Negotiating the paths in the cavern around the sinkhole gives the PC’s some choices to make. Watching the rats may give them some ideas how to make it work.</p><p></p><p>Had I some more words to work with, I would have described an illithid scanning the thoughts of the party as they reached the trading post to verify the plan of the illithids was working, and the sun was in trouble. This racial goal of the illithid has intrigued me, and this adventure could be a prelude to a whole war against the illithid as they move to finish off the survivors from above and take over the underdark.</p><p></p><p>A long time ago, WOTC had a Dungeon article in Dragon magazine, I think, there was a mini adventure about a bridge in the underdark that was the pathway from an underground human community who had never seen the sun to the surface world. This concept fascinated me and I’ve played around over expanding that into a campaign. This entry would be a good background for that, where the founding of the community could have been the result of a natural (or unnatural, as it were) above.</p><p></p><p>Again, I have no sour grapes on Rune’s judgement. The onus was on me to make my ingredients central and irreplaceable and I failed to do that. I will continue to read how the masters do it so I will be better prepared to compete in the future.</p></blockquote><p></p>
[QUOTE="Imhotepthewise, post: 6713429, member: 976"] Might As Well Be Walking On The Sun Recap In 750 words, there is not the opportunity to dilly dally with ingredient descriptions that scream HERE IS THE INGREDIENT. The onus is on the writer to make his meaning as plain as possible in the shortest way possible. Some of the nuances that the writer is thinking of are not necessarily going to be received by the reader. That being said, I’d like to take the opportunity to expand on the entry. Faded memory could be two things in Sun. The most obvious is grandfather’s spotty memory that doesn’t give the henchman the warm fuzzies about trapesing down into the earth to escape The End of the surface world. The PCs could be wandering down to dead end caves or wandering around the underdark as food. The second is the memory of the trading station, which was well known until overrun and out of business. The unasked question was a great opportunity for some role playing to take place. The grandchild has the choice of kissing grandpa goodbye for good, knowing the heat will eventually kill him, or convince him to go along, possibly having to watch him die on the trip and feel responsible for that. In past entries, I have been pinged for not giving the PCs enough to do. Here is a great opportunity to test their “humanity” in making a conscious decision to dissuade or encourage the henchman to ask the Unasked Question. Everyone has the opportunity to walk away doing nothing, and living with the guilt of inaction, or participating in asking that unasked question. The henchman doesn’t want to ask it, the grandfather doesn’t want it to be asked, and the PCs are the drivers either way. The choice is theirs, but, the outcome isn’t guaranteed. The End is tricky because the story can’t end with “…and everybody died.” The end in Sun is unavoidable and permanent, fitting the bill for The End. The trick was to give the PCs an out. The End becomes a new beginning for a campaign in a new environment. Dangerous knowledge is dangerous in two ways. The trek to the trading station is dangerous, and the faded memory of grandfather makes taking his advice dangerous. As described above, the faded memory could be flat wrong, leaving the PCs at that dead end cave or as wandering lunch in the underdark. My interpretation is very literal, and probably not as exciting as it could be. Rats. Rats are survivors and smart. They are clever enough to recognize it is time to get out of Dodge, even if the trip is dangerous. Deer and bunny rabbits are unlikely to realize there is opportunity to survive in the bottoms of caves, so rats are a logical choice. The rats really are not interested in the PCs, but, would have defended themselves if attacked. It was just better for the PCs to use them as cannon fodder on the path to the underdark. Brown mold falls into a great fit because the need for it to be cold to be effective and a subterranean air conditioner being needed to make the training station safe from the climate change above. The PCs could encourage growth of the mold to block off the passage of those behind them. Negotiating the paths in the cavern around the sinkhole gives the PC’s some choices to make. Watching the rats may give them some ideas how to make it work. Had I some more words to work with, I would have described an illithid scanning the thoughts of the party as they reached the trading post to verify the plan of the illithids was working, and the sun was in trouble. This racial goal of the illithid has intrigued me, and this adventure could be a prelude to a whole war against the illithid as they move to finish off the survivors from above and take over the underdark. A long time ago, WOTC had a Dungeon article in Dragon magazine, I think, there was a mini adventure about a bridge in the underdark that was the pathway from an underground human community who had never seen the sun to the surface world. This concept fascinated me and I’ve played around over expanding that into a campaign. This entry would be a good background for that, where the founding of the community could have been the result of a natural (or unnatural, as it were) above. Again, I have no sour grapes on Rune’s judgement. The onus was on me to make my ingredients central and irreplaceable and I failed to do that. I will continue to read how the masters do it so I will be better prepared to compete in the future. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
IRON DM 2015 Tournament
Top